Projects: A-Z Index

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Project progress 56

Newest 10 Entries

Skill Avatar of the Seasons
Stat Cost 12 Soul
Range self
Area self
Duration 1d10 hours
Requirements Herald of the Winds
Effects

With this skill you become one with the seasons. You can cause fruit to bear instantly. You can can cause grass to grow and flowers to bloom. You can also cause the reverse. If your element is Geomancy, your magic power potential is doubled. You are not physically effected by temperature or weather. Attacking in a lightning storm causes your attacks to be powered by the spell Lightning Strike.

Success Roll Nature -10
Skill Herald of the Winds
Stat Cost 10 Soul
Range self
Area self
Duration 1d10 hours
Requirements Servant of Norvus
Effects

With this skill you gain a boon from the gods and goddesses of the winds. With this skill your move is doubled, you can breath underwater and in poisonous gas, and your projectile or thrown attacks deal double damage.

Success Roll Nature -5
Skill Servant of Norvus
Stat Cost 10 Soul
Range self
Area self
Duration 1d10 hours
Requirements Child of Ova
Effects

With this skill you gain a boon from the god of rock and earth, Norvus. You now receive a 20% reduction on physical damages and can scale mountains with no movement penalty.

Success Roll Nature -5
Skill Child of Ova
Stat Cost 10 Soul
Range self
Area self
Duration 1d10 hours
Requirements Nature's Nurturing
Effects

This skill grants you a boon from the goddess of nature, Ova. You are completely immune to poisons and illnesses.

Success Roll Nature -5
Skill Nature's Wrath
Stat Cost 10 Soul
Range self
Area self
Duration 1d8 rounds
Requirements Nature's Blessing
Effects

With this skill nature will counter attack for you. This skill can only be used in natural places. During the skill's duration every time you are attacked nature will attack the attacker. The damage dealt is your Nature score + Arcana Score + 1d12. This always hits.

Success Roll Nature -5
Skill Nature's Blessing
Stat Cost 8 Soul
Range self
Area self
Duration 1d8 rounds
Requirements Nature's Armor
Effects

With this skill nature blesses you with more power. This skill can only be used in natural places. This skill adds your Nature score to Runic Power, Offensive Power, and Bow Power.

Success Roll Nature -5
Skill Nature's Armor
Stat Cost 6 Soul
Range self
Area self
Duration 1d8 rounds
Requirements Nature's Nurturing
Effects

With this skill nature will help protect you. This skill can only be used in environments that are natural. With this skill nature provides you with your Arcana stat as extra protection against physical and magical attacks.

Success Roll Nature -5
Skill Nature's Nurturing
Stat Cost 4 Soul
Range self
Area self
Duration 1d8 rounds
Requirements 3 druid skills and 2 druid abilities
Effects

With this skill you can have yourself sustained by nature. This skill can only be used within natural environments, including caves. This skill cannot be used in an environment that has no nature. When you use this skill you select Vitality, Soul, or Power. During the duration the selected stat will be recovered by 1d8 per round.

Success Roll Nature -5
Skill Familiar's Sacrifice
Stat Cost N/A
Range self
Area self
Duration instant
Requirements Familiar's Aide
Effects

With this skill you can have your selected familiar die for you in your place, should you be killed.

Success Roll React -5
Skill Familiar's Aide
Stat Cost 4 Soul
Range self
Area self
Duration instant
Requirements Familiar Counter
Effects

With this skill you can have your familiar use one of your potions on yourself. This is helpful for when you cannot reach your potions or are out of movement actions.

Success Roll React -5

Top 10 Entries

Armor Topaz Circlet
Armor Type Light Armor
Physical Armor 0
Magical Armor 0
Defense 0
Weight 0.1
Other Information Increases healing and damaging power of geomancy by 20%.
Cost 15.00
Armor Sapphire Circlet
Armor Type Light Armor
Physical Armor 0
Magical Armor 0
Defense 0
Weight 0.1
Other Information Increases healing and damaging power of aquamancy by 20%.
Cost 15.00
Armor Steel Toe
Armor Type Enhancement
Physical Armor 0
Magical Armor 0
Defense 0
Weight 0.25
Other Information Can be added to every footwear except soft soled shoes to provide +1d4 to attack value when kicking.
Cost 15.00
Armor Reinforced
Armor Type Enhancement
Physical Armor 0
Magical Armor 0
Defense +1
Weight x 1.5
Other Information Reinforces your combat boots or plate sabatons to provide superior protection. Increases attack by +1d4.
Cost 20.00
Armor Combat Boots
Armor Type Medium Armor
Physical Armor 0
Magical Armor 0
Defense 0
Weight 0.45
Other Information Extra durable boots. +1d6 to attack when kicking. +1 to Brace.
Cost 45.00
Armor Plate Sabatons
Armor Type Heavy Armor
Physical Armor 0
Magical Armor 0
Defense 1
Weight 0.75
Other Information Plated armor boots. +1d8 to attack when kicking.
Cost 55.00
Armor Soft Soled Shoes
Armor Type Light Armor
Physical Armor 0
Magical Armor 0
Defense 0
Weight 0.05
Other Information Made to be extra light and quiet, giving you a +2 to Luck when sneaking.
Cost 22.00
Armor Climbing Boots
Armor Type Light Armor
Physical Armor 0
Magical Armor 0
Defense 0
Weight 0.3
Other Information Comes with specially designed cleats to allow for easier mountain and cliff climbing, reducing their movement penalty by half. +2 to Brace.
Cost 30.00
Armor Hiking Boots
Armor Type Light Armor
Physical Armor 0
Magical Armor 0
Defense 0
Weight 0.2
Other Information No penalty in movement for hills or slopes. +1 to Brace.
Cost 25.00
Skill Enchantment
Stat Cost Spent Soul
Range 1 target
Area 1 target
Duration instant
Requirements Elemental Imbuing
Effects

This skill allows you to imbue elemental materials with spell effects. This means that the material that you gave an elemental property to can now cause a spell effect. For example, if you grant some steel the elemental property of life, you could then give it the magical effect of lightening strike, allowing you to make a sword for example of that steel that causes lightening strike spell damage with a critical hit. The metal can only hold so many charges however. The amount of charges you give the metal is 1 charge per 2 Soul.

Success Roll Arcana